A real SWF nerf idea

Okay, so i see people on here complaining about a bunch of things so i made an account to give my suggestions, i hope to hear critical feedback on any of my suggestions and i hope i can contribute. First thing i see is how people complain about SWF. Well one way to always have a counter is by adding a killer where he has a passive that works like this. Lets use the voodoo god Baron Samedi, he will carry a voodoo doll that is the obsession and it'll even be the obsessions character and be on a belt or he will be holding it. So his passive would add a secondary objective in every game. The objective is to cleanse every totem in the map, or the obsession will die once every gen is finished and oc there will be a counter as well. Now i know SOME already do this to counter noed but honestly in red ranks noone really PERSUES dull totems. Anyways every totem will be lit so survivors can hear it. And as an ability, idk control crows lol idk. But this passive on a killer is a better argument than give more BP. I believe a 4 man comms has potential to be OP af but it's not a big enough problem. I believe this killer passive ability is the best way to counter SWF since it will slow them down and if not one of their friends die. I believe with a counter on the screen it will influence randoms to persue totems as well. And since all totems are lit noone can guarantee to find your ruin immediately or make haunted grounds VERY fun to use and slow the game down even more. I know you killer mains are drooling at the synergy possibilitys but survivor mains wadya think? Too op? Or a good way to shut up people who complain about SWF?

I'm just saying as a passive ability not his main ability idk what it would be but doing this idea would solve problems like games ending too soon or having ruin as a crutch perk. it wouLd be a killer that actually slows down the game in one perspective. The killer would solve more complaints than we've mentioned. Idk

This is technically a type of NOED except it is Obsession based, instead of cleansing all totems to get rid of an insta down you're cleansing totems to save someone's life.

Now the problem with this is that not every match has SWF, what if the Obsession is a solo, he doesn't know where all the totems are and he knows he'll die if they aren't all destroyed. Without that team work he's as good as dead unless he knows where all the totem spawns are.

I believe like i said having all totems lit and having a counter of totems on screen will give random enough incentive to find even one totem and since they are all lit it will create sound and make them easier to find. I know for me if i saw only 1 or 2 more totems left will make me want to help and gain all those BP from lit totems which oc is another incentive

Oh my bad, I didn't see that part. So all the totems are lit and there is a counter, ok now if that counter only applied on the Obsession then that would be cool, that way if they are solo then they can still do it themselves but have an advantage.

This seems just as bad for solo survivors. A random survivor will have to break totems before their random teammates finish all of the gens. This also gives the killer incentive to keep constant pressure on the obsession or just camp one of the totems. With TOTH this would be absolute cancer and since it's a single killer it wouldn't be consistent enough to diminish SWF effectiveness.

SWF is a problem, but I don't think nerfing them is the best way to go. If we want to close the gap between SWF and SoloQ, we need to buff Solos. SWF is inherently strong and there's nothing we can do about that except try to make Solo survivors just as strong.

That is not exactly true. The idea is to buff solos by giving them what SWF has that they don't have, namely information and communication. If solo survivors are more aware of what their teammates are doing and what perks they are using, they will be able to operate more effectively.

There should NEVER be a punishment for people who want to play together with their friends. As much as I dislike facing SWFs, this is not the right way.

Rather. Show who's in a SWF group and with who, and add bonus BP for both Killer and solo survivors who want to play with/against them. The stick is not the right tool in this case, the carrot is. Associate something bad with something good.

SWF doesn't need a nerf. Solo needs a buff if something were to change, preferably through HUD displays that relay some of the information given by SWF (free Bond, Kindred, shared gen knowledge, killer power status, killer perks, et al.) - or simply BP/Emblem gains for solos and killers, preferably without a lobby indicator because dodging is real even for suspected SWF.

Nerfing things is punishment, and in this case you'd be punishing people playing with their friends, the one aspect of this game that gives it real survivability.

Still, it will buff solos FAR more than it will buff swf. For instance, let's say survivors will now be able to see the perks of their teammates. For swf, if they don't already know for some reason, they will quickly be able to tell the others. For solos, they can't realistically get that information in the match, and you can't reliably get that information by asking people in the lobby. For swf, the change saves at most a few seconds of time. For solo, it gives valuable information that would normally not be possible to access. Yes, it slightly buffs SWF but like I said, nerfing SWF is not what we should be aiming for. The goal should be lessening the gap between SWF and Solo, and possibly buffing killers a bit to compensate for the overall survivor buffs.